mirror of
https://github.com/wassname/phaser.git
synced 2026-08-14 12:40:17 +08:00
Whole codebase updated to TypeScript 0.9.1, phew!
This commit is contained in:
+24
-29
@@ -1,9 +1,4 @@
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/// <reference path="../Game.ts" />
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/// <reference path="../geom/Point.ts" />
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/// <reference path="../geom/Rectangle.ts" />
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/// <reference path="../geom/Circle.ts" />
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/// <reference path="../gameobjects/Sprite.ts" />
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/// <reference path="RectangleUtils.ts" />
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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - SpriteUtils
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@@ -15,7 +10,7 @@ module Phaser {
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export class SpriteUtils {
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static _tempPoint: Point;
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static _tempPoint: Phaser.Point;
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static _sin: number;
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static _cos: number;
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@@ -25,7 +20,7 @@ module Phaser {
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* @param sprite {Sprite} The Sprite that will have its cameraView property modified
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* @return {Rectangle} A reference to the Sprite.cameraView property
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*/
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static updateCameraView(camera: Camera, sprite: Sprite): Rectangle {
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static updateCameraView(camera: Phaser.Camera, sprite: Phaser.Sprite): Phaser.Rectangle {
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if (sprite.rotation == 0 || sprite.texture.renderRotation == false)
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{
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@@ -40,21 +35,21 @@ module Phaser {
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// If the sprite is rotated around its center we can use this quicker method:
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if (sprite.transform.origin.x == 0.5 && sprite.transform.origin.y == 0.5)
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{
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SpriteUtils._sin = sprite.transform.sin;
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SpriteUtils._cos = sprite.transform.cos;
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Phaser.SpriteUtils._sin = sprite.transform.sin;
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Phaser.SpriteUtils._cos = sprite.transform.cos;
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if (SpriteUtils._sin < 0)
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if (Phaser.SpriteUtils._sin < 0)
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{
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SpriteUtils._sin = -SpriteUtils._sin;
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Phaser.SpriteUtils._sin = -Phaser.SpriteUtils._sin;
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}
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if (SpriteUtils._cos < 0)
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if (Phaser.SpriteUtils._cos < 0)
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{
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SpriteUtils._cos = -SpriteUtils._cos;
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Phaser.SpriteUtils._cos = -Phaser.SpriteUtils._cos;
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}
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sprite.cameraView.width = Math.round(sprite.height * SpriteUtils._sin + sprite.width * SpriteUtils._cos);
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sprite.cameraView.height = Math.round(sprite.height * SpriteUtils._cos + sprite.width * SpriteUtils._sin);
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sprite.cameraView.width = Math.round(sprite.height * Phaser.SpriteUtils._sin + sprite.width * Phaser.SpriteUtils._cos);
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sprite.cameraView.height = Math.round(sprite.height * Phaser.SpriteUtils._cos + sprite.width * Phaser.SpriteUtils._sin);
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sprite.cameraView.x = Math.round(sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x) - (sprite.cameraView.width * sprite.transform.origin.x));
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sprite.cameraView.y = Math.round(sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y) - (sprite.cameraView.height * sprite.transform.origin.y));
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}
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@@ -71,21 +66,21 @@ module Phaser {
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}
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static getAsPoints(sprite: Sprite): Phaser.Point[] {
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static getAsPoints(sprite: Phaser.Sprite): Phaser.Point[] {
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var out: Phaser.Point[] = [];
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// top left
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out.push(new Point(sprite.x, sprite.y));
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out.push(new Phaser.Point(sprite.x, sprite.y));
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// top right
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out.push(new Point(sprite.x + sprite.width, sprite.y));
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out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y));
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// bottom right
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out.push(new Point(sprite.x + sprite.width, sprite.y + sprite.height));
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out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y + sprite.height));
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// bottom left
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out.push(new Point(sprite.x, sprite.y + sprite.height));
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out.push(new Phaser.Point(sprite.x, sprite.y + sprite.height));
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return out;
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@@ -195,8 +190,8 @@ module Phaser {
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*
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* @return Whether or not the point overlaps this object.
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*/
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static overlapsPoint(sprite: Sprite, point: Point): boolean {
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return SpriteUtils.overlapsXY(sprite, point.x, point.y);
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static overlapsPoint(sprite: Phaser.Sprite, point: Phaser.Point): boolean {
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return Phaser.SpriteUtils.overlapsXY(sprite, point.x, point.y);
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}
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/**
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@@ -206,16 +201,16 @@ module Phaser {
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*
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* @return {boolean} Whether the object is on screen or not.
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*/
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static onScreen(sprite: Sprite, camera: Camera = null): boolean {
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static onScreen(sprite: Phaser.Sprite, camera: Phaser.Camera = null): boolean {
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if (camera == null)
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{
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camera = sprite.game.camera;
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}
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SpriteUtils.getScreenXY(sprite, SpriteUtils._tempPoint, camera);
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Phaser.SpriteUtils.getScreenXY(sprite, SpriteUtils._tempPoint, camera);
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return (SpriteUtils._tempPoint.x + sprite.width > 0) && (SpriteUtils._tempPoint.x < camera.width) && (SpriteUtils._tempPoint.y + sprite.height > 0) && (SpriteUtils._tempPoint.y < camera.height);
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return (Phaser.SpriteUtils._tempPoint.x + sprite.width > 0) && (Phaser.SpriteUtils._tempPoint.x < camera.width) && (Phaser.SpriteUtils._tempPoint.y + sprite.height > 0) && (Phaser.SpriteUtils._tempPoint.y < camera.height);
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}
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@@ -227,7 +222,7 @@ module Phaser {
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*
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* @return {Point} The <code>Point</code> you passed in, or a new <code>Point</code> if you didn't pass one, containing the screen X and Y position of this object.
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*/
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static getScreenXY(sprite: Sprite, point: Point = null, camera: Camera = null): Point {
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static getScreenXY(sprite: Phaser.Sprite, point: Phaser.Point = null, camera: Phaser.Camera = null): Phaser.Point {
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if (point == null)
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{
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@@ -236,7 +231,7 @@ module Phaser {
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if (camera == null)
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{
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camera = this.game.camera;
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camera = sprite.game.camera;
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}
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point.x = sprite.x - camera.x * sprite.transform.scrollFactor.x;
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@@ -269,7 +264,7 @@ module Phaser {
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* @param x {number} The new X position of this object.
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* @param y {number} The new Y position of this object.
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*/
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static reset(sprite: Sprite, x: number, y: number) {
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static reset(sprite: Phaser.Sprite, x: number, y: number) {
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sprite.revive();
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//sprite.body.touching = Types.NONE;
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